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Abraxas: The Lost Continent(With: Dave Morris,Russ Nicholson)

Abraxas: The Lost Continent(With: Dave Morris,Russ Nicholson)

Abraxas is a lost continent from before the dawn of history. A place of high adventure, flashing swordplay, wild jungles, deserts of black sand, floating cities, classical temples, primordial animals, exotic wizardry and evil psionic aliens. When Abraxas finally sinks below the ocean, survivors will reach the mainland and seed the great civilizations of antiquity. SO WHO ARE THE HEROES? Mighty swordsmen, gladiators, statesmen, scientists, explorers, barbarians. And wizards who watch the stars to predict threats to their homeland and their ideals. Some – the noble champions of the five city states – are born to greatness. Others achieve it despite humble beginnings, and even Neanderthal heroes are possible. On the mainland, new young races of men (both Cro-Magnon and Neanderthal) are populating the world. Our heroes are destined to be remembered in legend as tutelary deities who guard and guide new cultures in the difficult struggle to survive. At the same time, they strive to confound the prophecies that say Abraxas itself is doomed. WHO ARE THE VILLAINS? Alien beings whose own worlds are dying have designs on the young Earth. Projecting their psyches across the gulf of space, they can influence the minds of weak mortals who worship these beings as if they were gods. The most powerful aliens such as the Churuk – and the Ulembi, whose home lies beyond the Coal Sack – are capable of physically manifesting themselves in our world. HOW DOES MAGIC WORK? Magic is part of daily life (like technology for us today) and comes in two types. The first is Thaumaturgy. In this period of the distant past, glittering rings like those of Saturn still encircle the Earth – remnants of a second moon that exploded. Adepts trained in the use of Thaumaturgy can draw down psychic energy from these rings. It is a form of magic that is powerful but unpredictable, based as it is on the solar-magnetic “weather” within the rings. The other main form of magic is Wizardry. It is derived from the combination of the Four Substances (Earth, Air, Fire and Water – the “elements” as they were handed down to the ancient world) with the Four Essences (Aether, Life, Ur and Death). Wizardry is typically less epic in scale than Thaumaturgy, but more reliable and controllable. WHY SET ROLE-PLAYING GAMES IN ABRAXAS? Abraxas is very far from the usual quasi-medieval style of fantasy. There are no orcs, goblins and dragons. Every animal and nonhuman creature is unique to the Abraxas world, making it highly brandable and distinctive. Many of the fauna of Abraxas are mutated versions of mid-Tertiary animals that have survived on Abraxas itself until the time of the game, around 35,000 B.C. The cities of Abraxas are wondrous metropolises, mighty proto-civilizations of the great cultures of history such as Egypt, Babylon and Carthage. This provides a core of familiarity within the fantastic setting.

Age of Dragons

Age of Dragons

The Warriors of Valka Return. The Dread Pirate Corazon and whale tour business partner Urtan sail into an infection that affects not just the wildlife, but the very world of Valka itself. With no other recourse, an S.O.S. is sent to the only people that can help. Join Illume, Nari and Ingrid as they return to the realm they thought they had left behind for good. While easing back into the world the team discovers a new, infectious threat attempting to spread across the server. Tracking the virus across the sea, Illume ventures to the land of Beta Testing to investigate further. Grab a copy of Legacy Earth Age of Dragons and join in the hunt for a new threat unlike anything Illume, or Valka have ever seen before! You are invited to re-upload yourself to a world you thought you knew. Give that Buy button a click today. You know you want to. About this series: With mysteries, monster hunting, cultivation, and in-depth world-building, this LitRPG/GameLit series for readers of all ages focuses on the bonds of family and friendship forged in struggles. Because who can save the world alone?

Collecting the Goddess

Collecting the Goddess

What is a billionaire heiress supposed to do when all of her older siblings take to business like her parents, proving that business is in their blood? But not hers. There are many good choices. Unfortunately, Chloe decided that partying was the right one. Now a requirement to keep her money requires her to attend daily meetings with the family psychologist—a daily meeting about how she should change her life to change her future. The worst part? The meetings are before noon, so she has to get up early. Then he presents her with an offer. Invest in a new game company and become the first player to stay inside their full-immersion pod. For two years. Two years away from her parents looking down on her, and not having to listen to her siblings and their success? Done. There is only one problem… Chloe’s avatar connects to a Goddess of Retribution who doesn’t remember her past. Following the rabbit trail of armor to help the goddess will require more responsibility from Chloe than she has ever accepted in the past. Will she return to being the party girl of her past, or will the Lagarde daughter tempered in fire from her upbringing wake up? Go up and click Read For Free or Read Now and find out if Chloe Lagarde has what it takes to help a broken Goddess. And herself.

Controlling the Goddess

Controlling the Goddess

What is a billionaire heiress supposed to do when her Lagarde blood is starting to show… with a goddess inside of her? Chloe has learned more about herself inside of a video game, than she ever had with her partying friends. Now, she has a team of players working with her as she seeks to find the missing parts of KieraFreya. The worst part? There are other players looking for the armor. Now, there is another god getting involved. Chloe is starting to lead with her heart, will she make the right decisions? She has a few parts of the armor, she needs more. But, every time she gains a piece, KieraFreya becomes more powerful. Can Chloe help KieraFreya, without losing her body to the Goddess of Retribution as well? Go up and click Read for Free or Read Now and find out if Chloe Lagarde has what it takes to help a broken Goddess. And herself.

Destiny's Call

Destiny's Call

Samir is a thief, a street-urchin from Yad Sha'Rib, greatest city in the Empire. Like the city itself, he carries a secret; Samir is descended from the Heritors, powerful warriors who once drank from the fabled Crystal Pool. Though he dreams of one day saving his people from slavery and oppression, Samir keeps his nascent powers hidden lest he meets the same fate as his father – a slow death in the dungeons, where the grand vizier, Zhar-Marrhad, conducts dark experiments to unlock the Heritors' secrets. When the Ghost Archipelago appears once more everything changes. Feeling the pull of the Lost Isles in his blood, Samir suddenly finds himself the centre of attention after a life of anonymity. Charmed by a self-styled Pirate Prince, shadowed by a beautiful assassin, and hunted by the ruthless Zhar-Marrhad, Samir must navigate a world of treachery and deceit as he sets sail for the Ghost Archipelago. Only there can he unlock the secrets of his Heritor powers. Only then can he answer his destiny's call.

Destiny's Call

Destiny's Call

Samir is a thief, a street-urchin from Yad Sha'Rib, greatest city in the Empire. Like the city itself, he carries a secret; Samir is descended from the Heritors, powerful warriors who once drank from the fabled Crystal Pool. Though he dreams of one day saving his people from slavery and oppression, Samir keeps his nascent powers hidden lest he meets the same fate as his father – a slow death in the dungeons, where the grand vizier, Zhar-Marrhad, conducts dark experiments to unlock the Heritors' secrets. When the Ghost Archipelago appears once more everything changes. Feeling the pull of the Lost Isles in his blood, Samir suddenly finds himself the centre of attention after a life of anonymity. Charmed by a self-styled Pirate Prince, shadowed by a beautiful assassin, and hunted by the ruthless Zhar-Marrhad, Samir must navigate a world of treachery and deceit as he sets sail for the Ghost Archipelago. Only there can he unlock the secrets of his Heritor powers. Only then can he answer his destiny's call.

Destiny's Call

Destiny's Call

Samir is a thief, a street-urchin from Yad Sha'Rib, greatest city in the Empire. Like the city itself, he carries a secret; Samir is descended from the Heritors, powerful warriors who once drank from the fabled Crystal Pool. Though he dreams of one day saving his people from slavery and oppression, Samir keeps his nascent powers hidden lest he meets the same fate as his father – a slow death in the dungeons, where the grand vizier, Zhar-Marrhad, conducts dark experiments to unlock the Heritors' secrets. When the Ghost Archipelago appears once more everything changes. Feeling the pull of the Lost Isles in his blood, Samir suddenly finds himself the centre of attention after a life of anonymity. Charmed by a self-styled Pirate Prince, shadowed by a beautiful assassin, and hunted by the ruthless Zhar-Marrhad, Samir must navigate a world of treachery and deceit as he sets sail for the Ghost Archipelago. Only there can he unlock the secrets of his Heritor powers. Only then can he answer his destiny's call.

Dice Tales

Dice Tales

Some people play roleplaying-games for the challenge; others play them for the story. Award-winning fantasy author and freelance game writer Marie Brennan is unabashedly in the latter camp. In these essays she looks at tabletop and live-action RPGs from a narrative perspective, exploring the ways the framework of a game can generate and support (or undermine) your tale. Whether you are a player or a game master, DICE TALES offers insights on every facet of RPG storytelling, including: * generating characters with rich narrative potential * scaling plot as PCs become more powerful * managing the interaction between rules and roleplay * campaign planning at different stages * the social dynamics of collaborative creation * and more!

Farwander

Farwander

Fleeing yet another sticky situation, the rogue Farwander lands aboard a ship bound for the mysterious Ghost Archipelago. Unwittingly, he has joined the Heritor, Lady Temnos, on her expedition to the fabled isle of Penitent's Landing, where a mighty treasure is said to lie at the pinnacle of the volcanic Mount Golca. As the expedition approaches its goal, Farwander is entangled in the fight between Lady Temnos and her rival, the monstrous Lord Hekatar, prophet of the cruel sea goddess Scaravayle. Sea battles, creatures from the deep, and the myriad other perils of the Lost Isles threaten to bring the rogue's life to an abrupt and unpleasant end. Is survival Farwander's only aim, however, or does he have his eye on a greater prize?

Farwander

Farwander

Fleeing yet another sticky situation, the rogue Farwander lands aboard a ship bound for the mysterious Ghost Archipelago. Unwittingly, he has joined the Heritor, Lady Temnos, on her expedition to the fabled isle of Penitent's Landing, where a mighty treasure is said to lie at the pinnacle of the volcanic Mount Golca. As the expedition approaches its goal, Farwander is entangled in the fight between Lady Temnos and her rival, the monstrous Lord Hekatar, prophet of the cruel sea goddess Scaravayle. Sea battles, creatures from the deep, and the myriad other perils of the Lost Isles threaten to bring the rogue's life to an abrupt and unpleasant end. Is survival Farwander's only aim, however, or does he have his eye on a greater prize?

Farwander

Farwander

Fleeing yet another sticky situation, the rogue Farwander lands aboard a ship bound for the mysterious Ghost Archipelago. Unwittingly, he has joined the Heritor, Lady Temnos, on her expedition to the fabled isle of Penitent's Landing, where a mighty treasure is said to lie at the pinnacle of the volcanic Mount Golca. As the expedition approaches its goal, Farwander is entangled in the fight between Lady Temnos and her rival, the monstrous Lord Hekatar, prophet of the cruel sea goddess Scaravayle. Sea battles, creatures from the deep, and the myriad other perils of the Lost Isles threaten to bring the rogue's life to an abrupt and unpleasant end. Is survival Farwander's only aim, however, or does he have his eye on a greater prize?

Goddess Complete

Goddess Complete

Everyone wants you to fail…CHECK! “Screw Them!” What’s a billionaire heiress supposed to do when the world seems hell-bent on stopping her from completing her mission? Chloe is on the cusp of finishing her quest, but forces inside and outside the game are colluding to stop her. What is it going to take? Now Chloe must take to corners of the game never designed to be experienced by human players. By tearing open the fabric of Obsidian’s AI, can she find the missing pieces of the armor and save Hammersworth and the entire mortal realm? A wedding. A town infected. The trials of the Nether Realm. She used to worry about not throwing up in the morning. Does Chloe have what it takes to complete her quest and rise to the top of Obsidian’s leaderboards? Go up and click Read for Free or Buy Now to find out if Chloe has what it takes to finish helping KieraFreya. And herself.